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AgeCommit message (Expand)Author
2022-03-10[dxvk] Use new [[fallthrough]] attributefallthrough-stuffJoshua Ashton
2022-03-10[dxbc] Use new [[fallthrough]] attributeJoshua Ashton
2022-03-10[d3d11] Add fallthrough comment to PickFormatsJoshua Ashton
2022-03-10[d3d9] Add fallthrough comment to SetRenderStateJoshua Ashton
2022-03-10[dxso] Fix potential fallthrough in RasterizerOutJoshua Ashton
2022-03-10[dxso] Fix ExpP fallthroughJoshua Ashton
2022-03-10[d3d9] Fix fallthroughs in PickFormatsJoshua Ashton
2022-03-10[build] Enable -Wimplicit-fallthroughJoshua Ashton
2022-03-04[d3d10] Forward OpenSharedResource to D3D11 implementationPhilip Rebohle
2022-03-04[meta] Release 1.10v1.10Philip Rebohle
2022-03-04[meta] Update READMEPhilip Rebohle
2022-03-04[util] Enable cached vertex and index buffers for The Evil WithinOschowa
2022-03-03[util] Use CPU-cached constant buffers for Anno 1800Philip Rebohle
2022-03-01[dxvk] Invalidate buffer in clearBuffer if possiblePhilip Rebohle
2022-03-01[meta] Update example configuration filePhilip Rebohle
2022-03-01[util] Enable cached vertex and index buffers for FFXIVPhilip Rebohle
2022-03-01[d3d11] Replace apitrace mode option with something more granularPhilip Rebohle
2022-02-24[d3d9] Fix sysmem readbackRobin Kertels
2022-02-23[d3d9] Fix synchronization after readbackRobin Kertels
2022-02-22[util] Set maxDynamicImageBufferSize for Total War: Warhammer IIIPhilip Rebohle
2022-02-22[meta] Update example config filePhilip Rebohle
2022-02-22[d3d11] Introduce d3d11.maxDynamicImageBufferSize optionPhilip Rebohle
2022-02-22[d3d11] Use appropriate memory types for directly mapped imagesPhilip Rebohle
2022-02-22[d3d11] Apply apitrace mode to image upload buffersPhilip Rebohle
2022-02-21[d3d9] Don't set NeedsReadback for POOL_SYSMEM texturesRobin Kertels
2022-02-21[d3d9] Clean up texture lockingRobin Kertels
2022-02-21[d3d9] Rename WrittenByGPU to NeedsReadbackRobin Kertels
2022-02-21[d3d9] Unify texture uploadsRobin Kertels
2022-02-21[util] Add computeMipLevelOffsetRobin Kertels
2022-02-20[tests] Allow includes when compiling HLSL shadersPhilip Rebohle
2022-02-20[hud] Greatly simplify frame time graph renderingPhilip Rebohle
2022-02-20[hud] Greatly simplify text rendering in the HUDPhilip Rebohle
2022-02-20[dxvk] Only mark transfer buffers as transientPhilip Rebohle
2022-02-20[meta] Bump arch-mingw-github-action to v7Joshua Ashton
2022-02-20[d3d9] Disable direct buffer mapping for RE gamesRobin Kertels
2022-02-20[d3d9] Add option to disable direct buffer mappingRobin Kertels
2022-02-20[d3d9] Store buffer map mode in D3D9CommonBufferRobin Kertels
2022-02-20[d3d9] Synchronize only to given sequence number in WaitForResourcesRobin Kertels
2022-02-20 [d3d9] Track last staging resource usage with a sequence numberRobin Kertels
2022-02-20[d3d9] Handle different mip chain lengths in UpdateTextureRobin Kertels
2022-02-20[dxvk] Get rid of spinlock when allocating GPU eventsPhilip Rebohle
2022-02-20[dxvk] Use lock-free list for render pass instancesPhilip Rebohle
2022-02-19[dxvk] Use lock-free list for compute pipeline lookupPhilip Rebohle
2022-02-19[dxvk] Use lock-free list for graphics pipeline lookupPhilip Rebohle
2022-02-19[dxvk] Introduce lock-free listPhilip Rebohle
2022-02-19[dxvk] Don't use spinlocks for CS chunk poolPhilip Rebohle
2022-02-19[dxvk] Remove null check when setting vertex stridePhilip Rebohle
2022-02-19[d3d11] Set zero stride when binding null vertex bufferPhilip Rebohle
2022-02-18[dxvk] Free existing staging buffer before creating a new onePhilip Rebohle
2022-02-18[d3d11] Consider empty CS chunks when tracking resourcesPhilip Rebohle